str8g8 on 13/7/2006 at 08:59
Just to let you know, I've uploaded a file with the fix, it should appear on cheap thief missions shortly ... My advice would be to wait for this version (v1.3)
Apologies to all who downloaded v1.2 :(
As porterr says, hopefully the files won't be so big with the ibt shrinker, although there is a lot of custom content in the Bridge, so it would still be pretty big.
Flecha das Sombras on 13/7/2006 at 16:29
Got 97% of the loot. That was close! :cheeky:
I only had some troubles finding the keys for the shop.
[SPOILER]And climbing that storage room at Water Street. I needed to brougth a crate there. :p [/SPOILER]
Great mission! Thanks for it!
And thanks for all the support too.
str8g8 on 14/7/2006 at 10:58
No problem, got there in the end :)
v1.3 is now up for anyone still waiting.
donkay on 14/7/2006 at 16:17
Thank you "str8g8" and "porterr"!!!!:thumb: :thumb: :thumb:
waldo jeffers on 16/7/2006 at 18:08
thanks for this awesome fm.
i finished the mission without ever opening the locked [SPOILER]gate by the big fire. is it possible to open that gate? if so? what is on the other side?[/SPOILER]
Clock on 17/7/2006 at 02:55
This is really sad but I have only 83% loot, and I've got all the hard stuff mentioned elsewhere in this thread. I don't want to trigger the last objective because that would generate guards to combat on my way back to the beginning.
Is there going to be any generation of loot once I enter the vault and realize I have to go back to the beginning? If not, then I missed something along the way that is pretty easy (the hard stuff I got already)
Clock on 17/7/2006 at 04:08
Never mind...[SPOILER]the 2 chests in the vault catapulted me to 98%, which is good enough.[/SPOILER]
str8g8 on 17/7/2006 at 08:54
@Waldo: No you can't get there. It is just there for the impression of the City extending further than the confines of the map.
tiger@sound.net on 17/7/2006 at 16:32
Quote Posted by str8g8
@Waldo: No you can't get there. It is just there for the impression of the City extending further than the confines of the map.
Str8g8, those gates did provide some excellent "real world" feel and they did get me into thinking about the "other side" of them. :thumb:
But could this be a "guideline" for something like, "if we can not open a gate or door then it should not be FROB-able"? (And is it a big deal to adjust their FROB-ability, anyway?) :angel:
potterr on 17/7/2006 at 16:49
Tiger, true, it does confuse if something is not frobable but I have always wondered if it was possible to work in a kind of episodic way for T3, basically having an entry map with a few frobable doors that can be included in each FM and if you have part 1 installed, part 2 would open up some of the closed doors in part 1 (it would need to be an entry or exit map as that would be the smallest one and could be included in both FM zips). You would effectively get a different experience if you only have part 1, or only part 2 or both parts installed. Although all this would be a nightmare to manage. I say all this as I always like FM series' to carry on right where the last one finished.
It does also mean that with the smaller maps like the city areas in the OM it makes it easy for other people to expand on the whole feel of the city with FMs overlapping, Fms would come out that little bit quicker too. Although I doubt its possible.
The bridge is a great one to try with though as it simply joins up to sides of a city (FM one side, another FM the other).